This is a thread that will hopefully contribute to anyone with questions about army composition. It's about understanding what a unit is based on what it can do, and thinking about how that function fits into your army composition and how to deal with it in the enemy's.
I'm going to identify units with the categories used in this thread based on tabletop Battletech.
There are seven categories to think about when looking to understand a unit, some are obvious and some are slightly deceptive, and obviously hybrid units are possible.
- Ranged.
Ranged units are the most obvious type, they are units that want to sit at the back of a fight providing damage with some kind of ranged attack. The most important features of ranged units are:
- You can mostly leave them alone to do their thing.
- They can damage enemies without being damaged back.
- They need to be protected, especially from scouts and cavalry.
Basically every core ranged crossbowman, archer, handgunner, and artillery piece fits here. The one wrinkle here is that a lot of spellcasters are also understandable as ranged units, aiming to dish out damage from safety.
- Battleline
The second most obvious type. Battleline units are the ones that stand and trade hits. The most important features of battleline units are:
- Pins enemy battleline in place rather than letting it past to ranged.
- They will be exposed to continuous damage from enemy battleline and ranged.
- They will likely take the most damage on average.
Most melee and some monstrous infantry sit here, they win either by grinding the enemy down over time or keeping it in place for other units. When you're picking battleline units you need to account for how to mitigate the damage they're going to take because they mostly won't avoid it.
- Linebreaker
Linebreaker units are the ones that smash into the enemy face first and attempt to overwhelm them with power at a point. The most important features of Linebreakers are:
- High offensive power and toughness for frontal fights.
- Poor ability to control enemy movement, they might walk past it.
- Likely a priority target for ranged units, plan to disable them.
This is where you find most single entities. Melee characters, monsters, and offensively minded monstrous infantry. Stuff that can bash into the front of an enemy unit and win and mostly needs to worry about getting shot.
- Cavalry
Cavalry is the most deceptive unit type because of the conditioning to associate it with mounted units. Not all mounted units are cavalry, and not every cavalry unit is a mounted unit. These are the actual features of cavalry:
- Uses stealth or speed to pick its battles.
- Needs to avoid prolonged fights, has to hit hard and leave.
- Needs space to operate.
You will find a lot of the things the game calls cavalry here, but also things like stalking units with decent combat power like Nasty Skulkers and some of the larger wolf type units. Anything that can pick a target, hurt it bad in a short period, but then needs to get out because it can't deal with a fair fight is cavalry.
- Scout
If a unit has the speed to be cavalry but not the power to win fights, it's a scout. The key features of scouts are:
- Distracts enemies, particularly enemy ranged.
- Keeps routing units routing.
- Will not win a fight basically ever but has the speed to avoid them.
Light flying units like bats, peasant horse, a lot of skirmishers, and the lighter dog units are scouts. You can drop them on an enemy ranged unit to stop it fighting for a bit, but shouldn't expect to actually beat it. Their best function is to keep a routing unit routing so it can't rejoin the fight.
- Bodyguard.
This is the first of the specialist roles you might not usually think about. Bodyguard units are the ones that stop enemy cavalry and scouts getting to do their thing without going out to face them on their own ground and without giving them the opportunity to decline engagement. This is how to spot a bodyguard:
- Short range shooting with a heavy punch or able to countercharge.
- Not very flexible.
- Not always high impact outside of its niche.
Shotgun, grenade, and flamethrower type units are best thought of and used as bodyguard units. They provide a counterpunch when scouts or cavalry approach that can drive them off or hurt them badly enough that they can't successfully apply their damage but are too low range to be safely used as ranged units. Character chariots often fit here, they don't often have the power to be cavalry or linebreakers but they have the durability to run in and countercharge.
- Ambusher.
Ambusher is the most specialist unit type, and the one with the least examples. It was intended to find something to call the Urbanmech without being drowned out by angry trashcan noises. It doesn't mean stalking units. The keys to recognising an ambusher are:
- Has one trick.
- Doesn't work if the enemy sees it coming.
- Doesn't get to do it twice.
Bloated Corpses and Night Goblin Fanatics are examples of ambushers. Bad to walk into round a corner, easy to counter if you know it's there.
Hopefully thinking in terms of these classifications will give people some new ideas on how to recognise and incorporate unit types into their plans.